Search found 87 matches

Wednesday, 9th August 2017, 03:40

Forum: Game Design Discussion

Topic: FR: Simplify +X rings

Replies: 18

Views: 6056

Re: FR: Simplify +X rings

Maybe the bonus could depend on evo skill, so all rings of [str,dex,int,slay] provide the same bonus, but it's not useful unless you've trained evo. That way the awful feeling of the +1 RoS is gone and depending on the investment could encourage skill hybridization.

Sunday, 2nd October 2016, 21:07

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 22016

Re: Remove hunger

I updated the repo with an anti-scumming timer. The first time the player spends more than 2,000 turns on a level, they get a warning ("You feel a strong need to keep moving.") After 2500 turns spent on any given level there's a 1/100 chance per turn to spawn a pan lord (probably should ch...

Sunday, 2nd October 2016, 16:46

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 22016

Re: Remove hunger

The thing is, crawl already has an anti-camping mechanic that's much easier to fix than hunger- OOD spawns. If camping/scumming is a real issue (I don't think it is in 99% of cases) jacking up the OOD spawn timer and marking the player should fix it. The obvious couterargument to that is at high lev...

Sunday, 2nd October 2016, 01:04

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 22016

Re: Remove hunger

That's basically my position- hunger is irrelevant and there's no form of hunger that's both meaningful and fun. There's no reason *not* to remove it in its current state; I put this up so people could test it out.

Sunday, 2nd October 2016, 00:33

Forum: Game Design Discussion

Topic: Remove hunger

Replies: 54

Views: 22016

Remove hunger

Hunger as it is now is a pretty pointless mechanic. In almost all cases hunger is irrelevant as food is so plentiful- it effectively is a button you press on a timer. Or, have the game automatically press the button for you. It's pointless. So, I made a branch with no hunger- food still generates an...

Sunday, 22nd November 2015, 05:06

Forum: Crazy Yiuf's Corner

Topic: New Monster: Cow

Replies: 24

Views: 6992

Re: New Monster: Cow

RBrandon wrote:This thread is so dumb I want to tip myself

here i did it for you

Image

Sunday, 4th October 2015, 23:40

Forum: Game Design Discussion

Topic: Don't allow the player to wield nonweapons

Replies: 5

Views: 1988

Re: Don't allow the player to wield nonweapons

jejorda2 wrote:Sandblast still needs stones, right?

Yeah, and Sticks to Snakes exists, although IMO it shouldn't.

Wednesday, 9th September 2015, 22:22

Forum: Game Design Discussion

Topic: God of Gifts

Replies: 6

Views: 1668

Re: God of Gifts

First off, thanks for the replies :) I don't really see the overlap with Gozag. Call merchant always calls a merchant in an unexplored area, often a good time away from where your character is, and IMO isn't generally a good investment when you could just buy more Potion Petitions. Additionally, eve...

Wednesday, 9th September 2015, 03:47

Forum: Game Design Discussion

Topic: God of Gifts

Replies: 6

Views: 1668

Re: God of Gifts

Isn't the role of "strong and versatile with no god abilities" just playing a Demigod? Not really. This god is all about equipment. Demigods can only use the stuff they find on the ground. I didn't really describe this god's niche well in the OP- it plays like a wierd okawaru/nemelex hybr...

Wednesday, 9th September 2015, 03:35

Forum: Game Design Discussion

Topic: God of Gifts

Replies: 6

Views: 1668

God of Gifts

So I coded a new god. The premise is that you get no abilities or passives, but occasional acquirements. It works off of exploration piety, and every once in a while the god will throw an acquirement (just like the scroll) at the player. This is intended to fill the niche of a strong god that is ver...

Wednesday, 20th May 2015, 05:10

Forum: Crazy Yiuf's Corner

Topic: How many unique players/downloads does DCSS have?

Replies: 3

Views: 1313

Re: How many unique players/downloads does DCSS have?

Crawl is FOSS, so very few of the players actually get it from the website or main git repo. This makes it basically impossible to say how many people play it. I'm pretty sure CAO tracks some activity statistics, but those wouldn't really be representative of the entire player base either.

Saturday, 11th April 2015, 02:35

Forum: Crazy Yiuf's Corner

Topic: Barbs Status...

Replies: 5

Views: 1678

Re: Barbs Status...

What would you call it if not a bug? Probably unintended, quite unintuitive feature? I don't understand. I'll rename the thread if you like (and tell me how). Edit: I figured it out. It's a joke. This bug is beneficial to the player; as such, fixing it would make the game harder (very slightly.) :l...

Thursday, 9th April 2015, 03:27

Forum: Dungeon Crawling Advice

Topic: shield of the gong

Replies: 5

Views: 1892

Re: shield of the gong

Yes it works alright. If you try Ziggsprint one of the easier things is to use shield of gong. Winning at Zigsprint is crazy easy. You just have to: 1. Pick a good species. I like NaFi. 2. Pick either Chei or Qaz. 3. Quaff experience, put it all in fighting. 4. Equip Singing Sword, Maxwell's, the G...

Thursday, 9th April 2015, 03:17

Forum: Crazy Yiuf's Corner

Topic: Boggart on D:1. Yay!

Replies: 6

Views: 2117

Re: Boggart on D:1. Yay!

I love killing OOD monsters. TBH, I almost always try to kill sigmund on-sight, even if he can 2-shot me, just on the off-chance it works. :oops:

Thursday, 29th January 2015, 07:20

Forum: Crazy Yiuf's Corner

Topic: Proposal: Ecumenical Altar

Replies: 9

Views: 2598

Re: Proposal: Ecumenical Altar

:ugeek: I coded up a patch. With it, there's a slightly greater than 50% chance that an altar will occur in the first 3 levels of the dungeon that converts you to a random god. If anyone wants me to I'll put the patch it on Mantis. EDIT: I forgot the tavern doesn't like patches, so I went ahead and ...

Tuesday, 20th January 2015, 18:22

Forum: Game Design Discussion

Topic: Proposal: Only generate one (non-slime) S branch per game

Replies: 40

Views: 13298

Re: Proposal: Only generate one (non-slime) S branch per gam

The thing with this proposal is that the branches aren't of all equal difficulty for all characters. For instance, a SpEn relying on Invisibility and without rPois has a much harder time in Snake than Shoals. Currently, a character who can't handle one of the branches can clear the other one, get so...

Wednesday, 27th August 2014, 15:56

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 16778

Re: Species Proposal: Ugly Things (Ug)

I'm not a dev, but I like this idea. I'll see if I can write a patch later. No promises, though.

Friday, 22nd August 2014, 02:25

Forum: Game Design Discussion

Topic: Fire Spell Interactions

Replies: 5

Views: 2197

Re: Fire Spell Interactions

grep-ing for "charred" in the source doesn't dig up anything related to corpses. In addition, cooking strikes me as at best adding a few (more) keystrokes to chunk eating, which is already annoying.

Sunday, 17th August 2014, 01:17

Forum: Game Design Discussion

Topic: Proposal: Potion of Cancellation should remove flaying

Replies: 12

Views: 3855

Re: Proposal: Potion of Cancellation should remove flaying

Should bad status effects like slow and confuse have the same color as good status effects? Not a good idea because of visibility. Why not use the light version of a color for good effects and the darker version for bad ones? Because we already use light/dark to indicate 'this is about to run out' ...

Tuesday, 22nd July 2014, 17:55

Forum: Game Design Discussion

Topic: Monsters picking up items

Replies: 15

Views: 4807

Re: Monsters picking up items

Having to wait like a dozen turns before picking up every single item you find is clearly going to be annoying, though. I don't think your proposal is even worth considering unless you cut that bit out. Changing "Monsters cannot pick up items that the player has seen" to "Monsters ca...

Tuesday, 22nd July 2014, 04:30

Forum: Game Design Discussion

Topic: Monsters picking up items

Replies: 15

Views: 4807

Re: Monsters picking up items

Also, the proposal is not very clear: - 20 turns after the player sees the item, after the monster sees it, or both? - What happens after 20 turns? Does the monster lose the ability to pick up the item, do you gain the ability to pick up the item, or both? Also, you lament the loss of the option of...

Tuesday, 22nd July 2014, 02:55

Forum: Game Design Discussion

Topic: Monsters picking up items

Replies: 15

Views: 4807

Monsters picking up items

Recently, monsters were prohibited from picking up items. Whilst in general this seems to reduce mildly tedious stashing behaviour, I feel there's an (albeit small) loss in tactical strategy. For example, when the player is in a hallway fighting gnolls, as happens frequently, if any items that would...

Thursday, 3rd July 2014, 19:14

Forum: Game Design Discussion

Topic: Proposal: Permamark/Forlorn species

Replies: 5

Views: 2292

Re: Proposal: Permamark/Forlorn species

I don't think a permamark species would not be interesting. I wouldn't be opposed to pushing a patch to a branch, but I'm both doubt it would get in the game and don't know if a server operator would agree to make an experimental branch for testing. Well, I put the patch in a pastebin http://pasteb...

Thursday, 3rd July 2014, 06:39

Forum: Game Design Discussion

Topic: Proposal: Permamark/Forlorn species

Replies: 5

Views: 2292

Proposal: Permamark/Forlorn species

There was a thread a while back about permamark ( https://crawl.develz.org/tavern/viewtopic.php?f=8&t=11337&p=158393&hilit=permamark ), and there's been some talk about a forlorn species, so I thought, why not put them together? Accursed +1 aptitudes for everything but Invo (-1). +1 HP, ...

Sunday, 29th June 2014, 20:12

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: I really *didn't* want to splat that Octopode

Replies: 16

Views: 4417

Re: CIP: I really don't want to splat this Octopode

Statue form gives a lot of AC, but it penalizes EV and makes you slow. If you're really needing that extra AC, you might want it. Swiftness would probably be a good choice too. In any case, I generally like to have rN+ for Elf, but that's just a convinience thing to avoid too much draining. This cha...

Friday, 20th June 2014, 19:30

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Re: Random god

I believe he meant calling the particular functions from your code, not copying and pasting all of it. It' not that much more work. I'm trying to refactor the god code in general to be less special-casey, so hopefully all of the function-calling shenanigans are avoided entirely. Yeah, but what abou...

Friday, 20th June 2014, 18:06

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Re: Random god

Since your work on this seems to be rather serious, and I don't want you to do a lot of work based on false assumptions, allow me to say that this: the mantis patch is extremely unlikely to make it in the game. One reason for this is code quality, special casing every possible ability would make th...

Friday, 20th June 2014, 04:29

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Re: Random god

Well, I fixed a bunch of bugs and added a few abilities, (namely HP buff, MP buff, AC buff, and Fire Storm), and uploaded an updated patch to the mantis issue. It's playable at this point, feedback is appreciated :D Known issues: -Saves aren't working at this point. All god-related data is lost. -Ve...

Thursday, 19th June 2014, 21:10

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Re: Random god

Anyway, the current ability list really sucks; any suggestions on abilities and general discussion would be greatly appreciated. :D Could a concise list of the possible passive and active abilities be posted in this forum? I am not sure to fully get the code in all its details. Any (reasonably simp...

Thursday, 19th June 2014, 19:58

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Re: Random god

Naturally, I love this. Many thanks! Are you aware of the ideas on the dev wiki? overview , abilities , piety rules . Moreover, because the concept is so huge, I suggested a miniature design and some preliminary work already exists: status . Thanks for those links, they're great! I'll work on addin...

Thursday, 19th June 2014, 18:45

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3671

Random god

There was a discussion on here a while back about randomly-generated gods. I don't remember if anything ever really happened, but I really liked the idea. Anyway, I wrote a very crude patch implementing a (very basic) random god. Currently the name always starts with the letter W. Mantis issue: (has...

Friday, 13th June 2014, 07:36

Forum: Game Design Discussion

Topic: Weird fixedart idea: Non-school weapon and disarming

Replies: 4

Views: 1607

Re: Weird fixedart idea: Non-school weapon and disarming

The issue with a weapon that adjusts its school is that it hypothetically removes choice from the player. Say you find a +3 qstaff of electrocution on D:7. Do you switch to staves? It depends. With this weapon there isn't a choice. Then again, the choice is rather meaningless after ~mid-lair, unless...

Wednesday, 11th June 2014, 21:56

Forum: Crazy Yiuf's Corner

Topic: Post here when you go dith and don't use Shadow Form

Replies: 36

Views: 8971

Re: Post here when you go dith and don't use Shadow Form

I don't know about shadow form, but VpEn^Dith is really great at Zigsprint. Free cBlink to a swarm of sleeping enemies is hugely powerful.

Monday, 9th June 2014, 17:16

Forum: Crazy Yiuf's Corner

Topic: RNG is a nasty little bugger

Replies: 6

Views: 1916

Re: RNG is a nasty little bugger

Hirsch I wrote:I tought you cant get cursed items with ?acquirement...

That robe wasn't cursed; it only had the curse-on-use property (which AFAICT is pretty common).
Also, Ash worshippers only get cursed stuff.

Monday, 9th June 2014, 17:14

Forum: Game Design Discussion

Topic: Mobs blink when escaping nets?

Replies: 2

Views: 1033

Re: Mobs blink when escaping nets?

That was a bug; it just got fixed. Update your build and it should go away. :)

Thursday, 5th June 2014, 18:00

Forum: YASD! YAVP! and characters in progress too

Topic: CiP- OpSk of Qazlal

Replies: 3

Views: 1132

Re: CiP- OpSk of Qazlal

To be honest Op of Qazlal seems like a bad idea. First of all you give up the stealth that Op are excellent at (probably their best defense). Op don't really have problem with resistances given all their ring slots so the bonus from Qazlal are less significant. A shield would be nice as defense (pa...

Thursday, 5th June 2014, 05:07

Forum: YASD! YAVP! and characters in progress too

Topic: CiP- OpSk of Qazlal

Replies: 3

Views: 1132

CiP- OpSk of Qazlal

Well, this is one of the more interresting characters I've played, and the only melee-focused Octopode to make it past dungeon level 3. What skills should I train, and what spells would be good for this type of character? Dungeon Crawl Stone Soup version 0.15-a0-1256-gaec7b7d (tiles) character file....

Monday, 2nd June 2014, 05:07

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 17794

Re: Chunkless experimental branch playable on CSZO and CBRO

Sorry if this is a stupid question, but why not make chunks not rot instead?

Sunday, 1st June 2014, 03:56

Forum: Game Design Discussion

Topic: Stabbing extension

Replies: 22

Views: 7186

Re: Stabbing extension

If stabbing reform happens, (which might be a good idea, if only to make the game (even more) straightforwards for new players,) I would limit stabbing bonuses to short blades and UC. Short blades should stab for obvious reasons- that's pretty much their gimmick. Unarmed combatants are already (pret...

Sunday, 18th May 2014, 16:56

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118439

Re: Species Proposal: Plutonians

The idea was to limit access to necromutation, which would change the dynamic of the species. I don't really follow your logic here, how do you think banning Necromutation would effect the species? Either way, this isn't really the kind of balancing which should be done at this point. Just letting ...

Sunday, 18th May 2014, 00:26

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118439

Re: Species Proposal: Plutonians

Why do plutonians have such a low Necromancy aptitude? It doesn't seem to make much sense; there aren't many spells in that school (except possibly Regen and Lichform) that would be OP for the species. Other than (maybe) flavor reasons I don't see any reason for this deviation from their otherwise ...

Saturday, 17th May 2014, 21:49

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118439

Re: Species Proposal: Plutonians

Why do plutonians have such a low Necromancy aptitude? It doesn't seem to make much sense; there aren't many spells in that school (except possibly Regen and Lichform) that would be OP for the species. Other than (maybe) flavor reasons I don't see any reason for this deviation from their otherwise m...

Tuesday, 13th May 2014, 03:47

Forum: Crazy Yiuf's Corner

Topic: Species -Fun- Survey

Replies: 46

Views: 12713

Re: Species -Fun- Survey

Klown wrote:Proposal: Give Xom a sombrero.

Xom always struck me as more of a fedora guy

Thursday, 1st May 2014, 23:15

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 14807

Re: Removal of low level branding spells.

duvessa wrote:then you would need something to replace vampiric draining

isn't regeneration already there?

Thursday, 1st May 2014, 22:32

Forum: Game Design Discussion

Topic: Removal of low level branding spells.

Replies: 56

Views: 14807

Re: Removal of low level branding spells.

crate wrote:
it's *very* useful in the 2nd level spell slot for a necromancer

if you have ideas for a replacement, I know wheals was asking around

Sublimate, maybe.

Maybe nerfing Vampiric Draining and lowering it to level 2 would work.

Tuesday, 29th April 2014, 04:22

Forum: Crazy Yiuf's Corner

Topic: Mundane

Replies: 31

Views: 8550

Re: Mundane

Proposal: Merge Halfling and High Elf, making Dwarf Elf.

Sunday, 20th April 2014, 02:26

Forum: Crazy Yiuf's Corner

Topic: So, how do you pronounce the gods' names?

Replies: 34

Views: 9038

Re: So, how do you pronounce the gods' names?

I agree with most of the stuff above, w/ a few exceptions:
ki-bree-AH-dose
BEE-og
JIH-vah
kee-koo-bay-uh-KOOD-guh

Wednesday, 16th April 2014, 02:41

Forum: Game Design Discussion

Topic: Shapeshifter species

Replies: 6

Views: 1605

Re: Shapeshifter species

Most species in crawl have a pretty straightforwards game plan; this species is intended to encourage you to use things you wouldn't ordinarily a little more. To change a game plan you'd probably have to drop a few aptitudes too. If I was playing this race as a berserker and suddenly get +3 to conj...

Tuesday, 15th April 2014, 23:23

Forum: Game Design Discussion

Topic: Shapeshifter species

Replies: 6

Views: 1605

Re: Shapeshifter species

Hmmm.... a few things 1. Later game, the aptitude changes won't matter that much because you'll be getting enough experience anyway. Past level 8 I don't see that changing very much. 2. The mutations don't look very interesting, particularly compared to Ds. 3. Changing strategy every 2 dungeon leve...

Tuesday, 15th April 2014, 04:54

Forum: Game Design Discussion

Topic: Shapeshifter species

Replies: 6

Views: 1605

Shapeshifter species

So, the exact mechanics below are very preliminary (and all numbers are basically pulled out of thin air), but the main idea is for a species with randomly-selected aptitudes, and that changes between innate mutations relatively often. Ds covers overall strategic adaption pretty well, but changin in...
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